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When the standard three-minute match timer expires and the game enters Overtime, the fundamental rules of engagement shift dramatically.
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A massive, slow-moving Golem that takes thirty seconds to cross the map is often useless in a panicked Sudden Death scenario.
+Nuking for the Win
+
You completely abandon all ground attacks and simply launch massive damage spells directly at their tower while defending flawlessly.
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The Lightning spell is the secondary option; while it deals slightly less damage than the Rocket, it deploys almost instantly and has a massive radius, making it impossible to miss.
+You must play perfect defense for a full minute to pull this off.If the opponent is spell cycling you, you must pressure them so heavily they cannot afford to spend 6 elixir on a spell.If you cast Poison, they might cast a Rocket and win before your Poison finishes ticking.
+Instant Deployers and Bridge Threats
+
The Miner is the quintessential Sudden Death troop; because he tunnels underground, he can be deployed directly on the enemy tower instantly.
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Similarly, fast 'Bridge Spam' units like the Bandit or the Royal Ghost are terrifying in Overtime.
+Sudden Death CardWhy It ShinesDrawbackThe MinerCan be placed instantly anywhere; bypasses all ground defenses and guarantees chip damage if the opponent predicts wrongLow Risk; only costs 3 elixir, leaving plenty of energy for defenseThe Freeze SpellStops all enemy defenses for 4 seconds; if you have even a single Skeleton near their tower, Freeze guarantees massive damageExtreme Risk; if it fails to take the tower, you wasted 4 elixir and they have a massive counter-push ready
+Staying Cold Under Pressure
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The player who panics and throws a desperate, unsupported push will almost always lose to the player who calmly executes their win condition.
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Be the player who calculates the win.
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